Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
People who like to datamine and run extensive in-game testing on things probably get some enjoyment out of it, but as someone who just wants to try and optimise the things I'm picking up on a first run, it feels impenetrable.
Took me months to understand anything when i first played ds2 (ds1 original didnt work well). The figuringout things were what got me hooked, didnt even realized i could look up wiki, and ds3 was the game i first went online in my life and learnt i could look up things or just asked.
I wiki when im totally stuck. But yeah some dont like it, but again, this is how soulsbourne is.
Mohg, Malenia, Godrick, Morgott, Radagon, Maliketh, Elden Beast, etc.
When the obviously undead dragon, the dragon corrupted by deathroot, the dragon associated with the guy behind the undead plague who have "weak to holy" marked in basically every single holy item, incantation, and weapon description, is 80% resistant to it, I think the game needs to step back and consider whether it's doing a good enough job at making weaknesses intuitive or not.
You have either "Kin" or "Beast", aka, righteous or serrated bonus damage type to those groups, then fire or bolt, that's it. (blunt/pierce etc... are usually not that important)
As you may see, it's not difficult to know if the mob/boss you are about to fight is a "Beast" or a "Kin", and thus, already know if you will have that bonus with your weapons, then, you can just use fire or bolt paper on your weapon to see what does the most damage (knowing that "Beast" usually are weaker to fire).
It should also be precised that it is a bonus, which mean you don't get disadvantaged if you stick to your favorite weapon, which is again a better "game design" decision that being forced to change your main weapon when reaching end game because suddenly every late bosses are resistant to the main damage of your build.
All in all, everything make sense without having to spend hours to test things (which 99% of the playerbase won't do) or to constantly read the guide, it's again why Bloodborne is FARRRRRRRRRRRR better than Elden Ring.
Why do FROM cannot learn from their previous games is a mystery for me.
This is a very salient point; something like this was done with the skellies, but it would have been interesting to see more enemies grouped into hierarchical types that share common weaknesses so you didn't have to do all that testing.
Also, Thrust vs Blunt was very very important. Kin (and a lot of other things) took massively more damage to thrust weapons than any other form of physical attack. Actually, iirc the dataminers found that there wasn't a single enemy in the entire game with lower blunt res than thrust, funnily enough.
Just some thoughts: Bloodborne had a lore focus on hunting monsters, i.e. it made a lot of sense to have these very specific types and weaknesses. ER is a generic RPG-type where different creatures will have different sets of resistances. However, they are not always logical if you apply "pen & paper common sense", i.e. all skeletons should be immune to poison. Lorewise some do make sense, however, such as some of the bosses being resistant to holy as that is the damage/power type of the Erdtree, and "those who live in death" being weak to it, in general.